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General Tabletop Discussion
*Dungeons & Dragons
Making ship on ship battles exciting
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<blockquote data-quote="Ralif Redhammer" data-source="post: 7567481" data-attributes="member: 30438"><p>One idea I’ve been playing around with is the idea of making an adventure <em>toyetic </em>– that is to say, it encourages my players to well, play with it. I try to look at my adventure setpieces like playsets when I was a kid. I never had it, but look at Castle Grayskull – it’s got that lockable drawbridge that only Skeletor and He-Man’s swords combined can open (pro-tip, so can Mer-man’s), a laser canon, a throne, computer station, weapons rack. To get back to gaming, it’s got stuff that encourages PCs to do stuff.</p><p></p><p>Moving back to those ship battles, the PCs go to the cannons because that’s where the play value is. My approach would be to make the ships more toyetic. Maybe there’s a spyglass that someone can use to try to find weakpoints on the enemy ships, or they stray into a patch of ocean with tons of reefs and someone needs to take the helm. Or one of the enemy cannons knocks a hole in the side that needs to be fixed, or a fire starts somewhere. Or getting into the fantastical, maybe the ship isn’t powered by wind, but by magic – and maybe a wizard or sorcerer might be able to give the engine more power.</p><p></p><p>Another approach is to create complications – throwing in a storm in the middle of a naval battle, or a giant sea monster shows up to cause trouble.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 7567481, member: 30438"] One idea I’ve been playing around with is the idea of making an adventure [I]toyetic [/I]– that is to say, it encourages my players to well, play with it. I try to look at my adventure setpieces like playsets when I was a kid. I never had it, but look at Castle Grayskull – it’s got that lockable drawbridge that only Skeletor and He-Man’s swords combined can open (pro-tip, so can Mer-man’s), a laser canon, a throne, computer station, weapons rack. To get back to gaming, it’s got stuff that encourages PCs to do stuff. Moving back to those ship battles, the PCs go to the cannons because that’s where the play value is. My approach would be to make the ships more toyetic. Maybe there’s a spyglass that someone can use to try to find weakpoints on the enemy ships, or they stray into a patch of ocean with tons of reefs and someone needs to take the helm. Or one of the enemy cannons knocks a hole in the side that needs to be fixed, or a fire starts somewhere. Or getting into the fantastical, maybe the ship isn’t powered by wind, but by magic – and maybe a wizard or sorcerer might be able to give the engine more power. Another approach is to create complications – throwing in a storm in the middle of a naval battle, or a giant sea monster shows up to cause trouble. [/QUOTE]
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